Jump to content

Home

first try with radiant


simarilius

Recommended Posts

was having a first play with radiant and wanted something to play with, since its starwars the obvious choice seemed to me to be the millenium falcon. after three scrapped attempts I've got something that seems to be taking shape, just wondered what y'all thought of it.

 

http://simarilius.freewebspace.com/falcon.jpg

http://simarilius.freewebspace.com/falcrear.jpg

 

you'll need to c/p the urls as the site doesnt allow external image linking.

 

the textures are very much a work in progress, and several things are still missing (like the guns, ramp, exhaust vents, legs etc) but you can tell what it is.

 

havent decided what to do with it when I'm finished making it, was thinking a MP level in the hoth hanger, or the death star bay, or the launch bay on tatooine. (quite fancy having a go at a hoth SP map too) or i might just make it a prefab.

 

anyways, let me know what you think

 

sim

Link to comment
Share on other sites

yeah, the general proportions plan wise are about right except the cockpits way too big at the minute, I spent ages trying to get it the right shape and make the patches meet up then afterwards realised it was about 2x the size it should be, I'm gonna try fix that now. (12:00am last night would not have been a good time to start messing with it again, only got 6hrs sleep as it was :D )

Thanks for the pointer to the blueprints, i found them the other day, I've got the falcon one as my desktop at the minute, makes for an easy reference :)

Link to comment
Share on other sites

I've fixed the cockpit proportions, any better?

 

http://simarilius.freewebspace.com/falcon2.jpg

 

I'd show you some in game shots except its decided that it doesnt like something I've done tonight so is flatly refusing to compile.

Anyone know what

Unspecified error - please contact John or Rick. means?

I'm presuming I've got a bad brush(s) but I've tried deleting half the model and i still seem to get it, its getting kinda annoying now.

Link to comment
Share on other sites

falcon1.jpg

falcon2.jpg

falcon3.jpg

 

starting to get there it think. Developed a few sparklys around the patches on the cockpit, I'll try fix them tonight, needs work on the textures and some details adding still, but in general its about right.

Dont know how many polys it is, I'll need to caulk the inside before i do that tho. did find out what the error i was getting was, hadnt realise that one of the images i was using was a greyscale jpg, which it seems stops the BSP program from working. kind of annoying since i rebuilt the thing twice thinking it was invalid brushes when all the time i just need to convert the image. (it does mean i may be able to reduce the brush count rather a lot tho)

 

anyways, give me some feedback, (like should i bother with an interior?)

 

sim

 

btw, anyone know why these forums are completely inaccesible after about 8pm GMT pretty much every night? bugged the hell out of me yesterday. and why is the IMG code off?

Link to comment
Share on other sites

just checked the rspeeds, their round 951 at the minute, although i hadnt caulked the room its sat in so i dont know exactly.

 

Whats acceptable for a room using the Q3 engine? I've seen varying opinions on this was wondering what you all think.

Link to comment
Share on other sites

Originally posted by Simarilius

(Like should I bother with an interior?)

Yes.

 

...

 

 

...

 

 

...

 

 

Well, not much else to say, so, uh...

 

 

Good job, uh...

 

 

Good luck, um...

 

 

Oh forget it, I'll just sign off.

 

 

 

 

:bdroid1: Roger Roger

Link to comment
Share on other sites

Originally posted by simarilius

just checked the rspeeds, their round 951 at the minute, although i hadnt caulked the room its sat in so i dont know exactly.

 

Whats acceptable for a room using the Q3 engine? I've seen varying opinions on this was wondering what you all think.

 

Try to keep them at 10.000 or below that. And that is not really for a "room", but for the area that is rendered.

Link to comment
Share on other sites

Hmmm, this looks good, but, can we have an update? Please!

If it looks good(when you give an update) I'll add it to my list of good Maps/Prefabs(in my thread, entitiled ">:AGSP:< Mimban Temple") Keep up the good work, and update the thread!

 

 

 

 

:ewok: Duba-duba-duba!

Link to comment
Share on other sites

I've been battling to try and fit the interior into it, an interior layout that makes sense and feels the right size really doesnt like to fit into the correct size exterior, and getting a ramp to go up to the corridor without making the angle too steep is a complete nightmare, still, its getting there, need to do some textures and a whole bunch of details but it feels about right.

 

http://membres.lycos.fr/simarilius/pics/interior1.jpg

 

holochess anyone?

Link to comment
Share on other sites

Originally posted by UniKorn

Try to keep them at 10.000 or below that. And that is not really for a "room", but for the area that is rendered.

 

Eh, I dunno... for FFA, I'd say you can go as high as 12000 (although 10000 is much safer), for DUEL you can go as high as 14000 and for SP you can go as high as about 18000-20000 after you add NPCs.

 

At least those are about the levels that Raven went to. :)

Link to comment
Share on other sites

Grets, I originally wasnt going do an interior, it was just meant to look nice, so i worked off some external dimensions i found and the blueprints, to try and make it the 'right' size. After making it i realised it would be more fun if you could get inside, so set about putting an interior in. If the dimesions Lucas has released made any sense then you wouldnt think that fitting an interior of the right size in an exterior of the right size would be all that hard, but the interior and exterior set desginers dont seem to have communicated much, hence a kind of tardis effect.

If i was starting from scratch with hindsight i'd do the interior first, but theres no way in hell I'm starting again just to make the interior fit better :)

 

Rich, thanks for those numbers, makes sense that the limits vary with game type, I'll try and keep em as low as poss anyways, just wanted to know ballpark figures.

 

cya later

 

sim

Link to comment
Share on other sites

Well, if it's a tardis effect, why not go the whole way? Make a separate room(for the intirior) and then put the ramp on the outside of it. Then, put a warp thingy at the top of the ramp, and set it to warp you to the intirior. Presto! Tardis effect! lol:D:lol:

 

 

 

 

:ewok: Duba-duba-duba!

Link to comment
Share on other sites

Originally posted by simarilius

Rich, thanks for those numbers, makes sense that the limits vary with game type, I'll try and keep em as low as poss anyways, just wanted to know ballpark figures.

 

Well it's not exactly that they vary by gametype... it's the fact that gametypes vary how much control you have. :)

 

The engine itself can handle about 20,000 tris at any one moment in time without starting to lag a little bit (at least one a normal power system). You can push this right to the limit in SP maps as you know exactly what the player will see.

 

In MP, on the other hand, you hafta take into account that you don't know how many other people will be on the player's screen in any area. In a duel map, there will never be more than 1 other player, but in FFA, you could have 15, 20, even 30 people all jumping all over each other in a big open area.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...